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Never_Again

Door mechanix: Boom vs. vanilla

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Here's a door that works in Boom compat but not in vanilla.



The door has 32 D1 Blue Open Stay linedef specials on both sides. There's a W1 linedef bisecting the door sector, it opens a monster closet nearby. In Boom the door opens from either side as expected. In vanilla it only kind of twitches a bit and won't open.

Why won't it open and what did Boom change to make it work?

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Can't say why it works in Boom, but vanilla doors always raise to about 4 units below the adjacent ceiling: if the ceiling adjacent is lower, it does a similar trick to Floor Lower to Highest floor and moves instantly. It's useful for making instant pillars in vanilla.

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Right, thanks for reminding me: the floors of all three sectors on the diagram are at -512; the ceiling of the door sector is at -512, the other two at -384.

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Doors in vanilla fail to open if there is a linedef inside them. They think of themselves as the lowest adjacent ceiling, so they actually go down 4 units when activated. There is a similar bug with some moving floors.

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Here's the relevant piece of code from PrBoom+. Unlike the original Boom does not return the input sector as a result for 'getNextSector' unless compatibility optioned.

  if (line->frontsector == sec) {
    if (comp[comp_model] || line->backsector!=sec)
      return line->backsector; //jff 5/3/98 don't retn sec unless compatibility
    else                       // fixes an intra-sector line breaking functions
      return NULL;             // like floor->highest floor
  }

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